How to train a Meta Knight amiibo in Super Smash Bros. Ultimate

A complete summary of Meta Knight’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Spirit Effects

At the time of writing, the vast majority of Super Smash Bros. Ultimate amiibo tournaments have enacted a blanket ban on Spirits. Within a few months of the game’s release, competitions that allowed Spirits became stale; this is because almost every entry utilized heavily defensive stats and Spirit effects. For more information, check the Spirits & Equipment page.

Meta Knight suffers from minimal representation in Spirits tournaments; however, as with all fighters, his optimal stat spread is a balanced one (2100 / 2100). Given that Meta Knight is a light hitter and an even lighter character, it is important to boost both his Attack and Defense stats. His playstyle consists of off-stage gimps and blast zone KOs; as for bonuses, Great Autoheal compliments this strategy rather well.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Training will take several hours; matches should be played on Ω-form stages with either Stock or Timed rules.

As a lightweight with weak short-ranged attacks, Meta Knight is at a heavy disadvantage. Trainers should focus on gimping and blast zone KOs; these are the character’s only semi-reliable kill strategies. Fortunately, Meta Knight’s AI is straightforward, learns by demonstration, and doesn’t have many quirks – but it does appear to lack a high potential. Here is a complete breakdown of Meta Knight’s moveset and which attacks to focus on during training:

  • Neutral attack (Flurry Attack): A typical infinite jab which is far outclassed by forward tilt. Ignore neutral attack entirely.
  • Forward tilt: Consists of three hits that have KO potential at very high percentages. Definitely an attack to prioritize.
  • Up tilt: Pointless compared to aerial options. Ignore up tilt.
  • Down tilt: Useful in specific circumstances and can be followed up with a forward tilt.
  • Forward smash: Meta Knight’s strongest grounded kill moves. Use it frequently, especially at high percentages.
  • Up smash: A trio of slashes that lacks KO power. Don’t focus on up smash, but use it infrequently when the opponent is directly above.
  • Down smash: Outclassed by forward smash. Leave this move out.
  • Neutral aerial: One of Meta Knight’s most important tools. It’s a quick aerial spin and an incredibly versatile attack. Use neutral aerial both on and off-stage.
  • Forward aerial: It can chain into itself and is ideal for netting blast zone KOs. Interchange it with neutral aerial when applicable.
  • Back aerial: Stronger than forward aerial, but harder to land. Use it every once in a while to KO, but don’t focus on it.
  • Up aerial (Midair Up Sweep): Minimal damage and knockback, and the AI can’t chain the move into itself. Avoid this one where possible.
  • Down aerial: See above.
  • Forward throw: Serves no purpose other than to force opponents off-stage. Down throw is typically a superior option.
  • Back throw: Functions similarly to forward throw. Ignore it in favor of down throw.
  • Up throw: Works well on stages with platforms. Use it every so often, but keep in mind that it doesn’t KO until the opponent is at a very high percentage.
  • Down throw: It can lead into a forward aerial and forces opponents into the air, allowing follow-up potential.
  • Neutral special (Mach Tornado): Serves no purpose other than to recover, as its damage isn’t high enough to compensate for its startup and ending lag.
  • Side special (Drill Rush): Recovery purposes only! When recovering with Drill Rush, try to avoid recovering too high by aiming it slightly downward.
  • Up special: Grants good vertical distance and decent horizontal distance. Recovery purposes only.
  • Down Special (Dimensional Cape): A two-stage attack that consists of Meta Knight disappearing and then reappearing either in place or a set distance in any direction. Meta Knight can also reappear and use a very strong slash, capable of KOing. However, opposing Figure Players can detect the slash coming and parry it, leaving Meta Knight completely vulnerable. Ignore Dimensional Cape entirely.

If you would like to read more guides, follow this link to return to the master list.


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